mrennie wrote:In the "Control values" section of the car's "Wagon blueprint", you need two controls called "DoorsOpenCloseLeft" and "DoorsOpenCloseRight", minimum value 0 and maximum value 1. For each of those controls, in the "Interface elements", add an "Exterior animation" element with the "Anim style" set to "Toggle".
Animate the doors (left and right, or front and back) and export the animations separately for left and right (actually, my cars have end doors, so I open and close them both at the same time regardless of which side the platform is on, therefore I export the entire doors animation to a single .ia file).
In the car's Wagon blueprint, reference that animation in an "Animation" element in the "Anim set" within "Render component". For example, in my coach caboose, I added an element with "Animation ID" set to "Doors" and "Animation name" referencing "RailVehicles\Passenger\Coach\Default\Coach\Animations\CabooseCoachDoors.IA".
Then, in those control values ("DoorsOpenCloseLeft" and "DoorsOpenCloseRight"), set their "Animation ID" to the appropriate animation (in may case, I set them both to "Doors").
Thank you, Mike. I had figured out the wheels but this was a huge help.
buzz456 wrote:As far as the textures are concerned adding a darker alpha layer will get rid of the shine.
That's just it - no matter how light or dark I made the shine it appeared the same in-game. After changing the material from TrainBumpSpecEnv to TrainBumpEnvMask the shine disappeared altogether, both of them regardless of what was actually contained in the environment map. I suppose I could try TrainBumpSpecEnvMask or sommat...
I've also noticed that in QD there are coupling conflicts between my car and any other railway car. I'm messing with creating my own couplings to try and figure it out.